Quote from: Kirby23590 on November 01, 2019, 10:19:24 PM
What the pawns of your faction's using? Show us the PawnKindDefs that you have... There might be something with that.
i fixed it, thanks for reading
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: Kirby23590 on November 01, 2019, 10:19:24 PM
What the pawns of your faction's using? Show us the PawnKindDefs that you have... There might be something with that.
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<FactionDef ParentName="HumanFactionBase" Name="DMCFactionBase" Abstract="True">
<pawnSingular>guard</pawnSingular>
<pawnsPlural>guards</pawnsPlural>
<listOrderPriority>30</listOrderPriority>
<settlementGenerationWeight>1</settlementGenerationWeight>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<canMakeRandomly>true</canMakeRandomly>
<canSiege>true</canSiege>
<canStageAttacks>true</canStageAttacks>
<leaderTitle>President</leaderTitle>
<expandingIconTexture>World/WorldObjects/Expanding/Town</expandingIconTexture>
<factionNameMaker>NamerFactionOutlander</factionNameMaker>
<settlementNameMaker>NamerSettlementOutlander</settlementNameMaker>
<techLevel>Industrial</techLevel>
<backstoryCategories>
<li>Civil</li>
</backstoryCategories>
<geneticVariance>0.8</geneticVariance>
<hairTags>
<li>Urban</li>
</hairTags>
<caravanTraderKinds>
<li>Caravan_Outlander_BulkGoods</li>
<li>Caravan_Outlander_CombatSupplier</li>
<li>Caravan_Outlander_Exotic</li>
</caravanTraderKinds>
<visitorTraderKinds>
<li>Visitor_Outlander_Standard</li>
</visitorTraderKinds>
<baseTraderKinds>
<li>Base_Outlander_Standard</li>
</baseTraderKinds>
<allowedArrivalTemperatureRange>
<min>-40</min>
<max>45</max>
</allowedArrivalTemperatureRange>
<maxPawnCostPerTotalPointsCurve>
<points>
<li>(0,35)</li>
<li>(70, 50)</li>
<li>(700, 100)</li>
<li>(1300, 150)</li>
<li>(100000, 10000)</li>
</points>
</maxPawnCostPerTotalPointsCurve>
<pawnGroupMakers>
<li>
<!-- Normal fights, standard mix -->
<kindDef>Combat</kindDef>
<options>
<DMC_Civilian>5</DMC_Civilian>
<DMC_Guard>50</DMC_Guard>
<DMC_Sniper>2</DMC_Sniper>
</options>
</li>
<li>
<kindDef>Peaceful</kindDef>
<options>
<DMC_Civilian>5</DMC_Civilian>
<DMC_Guard>10</DMC_Guard>
<DMC_Diplomat>5</DMC_Diplomat>
</options>
</li>
<li>
<kindDef>Trader</kindDef>
<traders>
<DMC_Diplomat>1</DMC_Diplomat>
</traders>
<carriers>
<Muffalo>6</Muffalo>
<Dromedary>5</Dromedary>
<Alpaca>2</Alpaca>
<Elephant>1</Elephant>
</carriers>
<guards>
<DMC_Guard>16</DMC_Guard>
<DMC_Sniper>3</DMC_Sniper>
</guards>
</li>
<li>
<kindDef>Settlement</kindDef>
<options>
<DMC_Civilian>15</DMC_Civilian>
<DMC_Guard>40</DMC_Guard>
<DMC_Sniper>6</DMC_Sniper>
<DMC_Diplomat>1</DMC_Diplomat>
</options>
</li>
</pawnGroupMakers>
<homeIconPath>World/WorldObjects/DefaultSettlement</homeIconPath>
</FactionDef>
Quote from: K on October 20, 2019, 10:43:00 PM
There's the immunity gain speed stat, which is the closest to what you're describing that I know of. Apparel should be able to modify it directly. Just add a modifier for ImmunityGainSpeed in the equippedStatOffsets field of your gas mask XML.